* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
79 lines
2.1 KiB
C#
79 lines
2.1 KiB
C#
#nullable enable
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
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{
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public static class ActionBlockerExtensions
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{
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public static bool CanMove(this IEntity entity)
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{
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return ActionBlockerSystem.CanMove(entity);
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}
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public static bool CanInteract(this IEntity entity)
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{
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return ActionBlockerSystem.CanInteract(entity);
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}
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public static bool CanUse(this IEntity entity)
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{
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return ActionBlockerSystem.CanUse(entity);
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}
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public static bool CanThrow(this IEntity entity)
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{
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return ActionBlockerSystem.CanThrow(entity);
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}
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public static bool CanSpeak(this IEntity entity)
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{
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return ActionBlockerSystem.CanSpeak(entity);
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}
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public static bool CanDrop(this IEntity entity)
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{
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return ActionBlockerSystem.CanDrop(entity);
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}
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public static bool CanPickup(this IEntity entity)
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{
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return ActionBlockerSystem.CanPickup(entity);
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}
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public static bool CanEmote(this IEntity entity)
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{
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return ActionBlockerSystem.CanEmote(entity);
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}
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public static bool CanAttack(this IEntity entity)
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{
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return ActionBlockerSystem.CanAttack(entity);
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}
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public static bool CanEquip(this IEntity entity)
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{
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return ActionBlockerSystem.CanEquip(entity);
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}
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public static bool CanUnequip(this IEntity entity)
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{
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return ActionBlockerSystem.CanUnequip(entity);
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}
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public static bool CanChangeDirection(this IEntity entity)
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{
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return ActionBlockerSystem.CanChangeDirection(entity);
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}
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public static bool CanShiver(this IEntity entity)
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{
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return ActionBlockerSystem.CanShiver(entity);
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}
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public static bool CanSweat(this IEntity entity)
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{
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return ActionBlockerSystem.CanSweat(entity);
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}
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}
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}
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